
leinathan |

I am writing up a second character - the son of a former Chelaxian noble. Is it fair to assume that such a character could have had something resembling a normal (wealthy) childhood before their family was axed, without them being old enough to predate the Revolution itself?
Perhaps their family was a step down on the ladder, enough that the first wave of purges didn't consider them to be important enough?

ScegfOd |

Finally read the majority of The Galt Gazette. It's great!
Also I didn't think it'd be a proper decree, but I should've expected the fourteenth decree xD
@ScegfOd VMC is not designed for eidolons, so no.
That's fair, I was kind of hoping for a trap finding Eidolon somehow, but it's fine xD
...and now to write some background stuff...

leinathan |

@ScegfOd - A suggestion: Your eidolon gets any four skills as class skills. You can choose Disable Device, obviously, and Skilled is an OP evolution.
If the GM allows, you could spend an eidolon feat on Extra Traits, and find a trait that gives it? There's a Mummy's Mask campaign trait for that, I suppose.

Nikolaus de'Shade |

Just to register my interest and a character outline or two.
Edward Frye: the son of one of the outlawed noble houses he lives as a regular citizen by day and 'The Gent' by night, a vigilante who does the little things like helping old ladies get home safely at night - as well as the bigger ones!
Unnamed Paperpusher: A career bureaucrat whose main contribution to the party would be writing the appropriate letters to get things done legally. An elf who has served in the Senate since before the revolution her main job is to confirm the authenticity of state documents and official paperwork. She's very good at her job, thoroughly dull and the last person anyone would expect of doing anything interesting - apart from arguing legal cases as to the relevance of Petition #2871 and it's basis on a fabricated legal document of the Gold Council.

leinathan |

Further development on my second idea:
I want to play a young man whose family were once Chelaxian nobles. Of course, by my character's birth they had had their name and property stripped from them and the worst offenders of excess are now trapped within the Final Blades. Of course, that doesn't keep the Gray Gardeners from pursuing my character, who manifested signs of Infernal powers as a teenager. You see, their family made a pact with diabolic forces ... the souls of the entire family line in exchange for powerful arcane magic available to each and every one of them. Telderist is simply the character's latest stop on a series of iterations of dropping their whole life to flee a city. The invitation from the Cerulean Council is their excuse to actually stop running.
I'm planning on having him be a CN human swashbuckler (noble fencer) 1/sorcerer (eldritch scrapper) 6, going into eldritch knight. They were trained in swordplay by their father before their father was eventually caught and beheaded for accidentally using their own diabolic powers.
Thoughts? Things you would like to be developed?

The Frightmare |

Guess I'll lay my rough ideas too for the time being as I work on them, since I'm a wordy bastard with backstories and you guys have given a lot of source material to pluck a lot of ideas from that I'm really digging, so it'll be some time but I want to lob my ideas out there a bit as I work on them (first character's about to break four pages already):
(Lady) Persephone Divella (Solistar) IV: Daughter of Chelish nobles who went into hiding during the Chelish Civil War due to their connection to Princess Sherava Solistar. Family wanted to retake Galt and use it to make a move against House Thrune, they got sold out, and Persephone was left all alone. Never cared much for Asmodeus anyway, but she wants to avenge her parents and right the injustices of society, so she takes up the identity La Vengeresse Des Roses and works to both help people and find out what happened. Musketeer Swashbuckler into Rose Warden.
Vallendrath: A Tiefling who runs a small magic store in Nord Rivière called The Musty Tome. On the surface it looks like a typical small magic store run by a quiet Tiefling eager to keep to himself, but for those who know better, Vallendrath is the man to go to when you need help. He works for a modest fee--but often free, the bleeding heart--to help people who need help finding a loved one who's gone missing or solve a murder the guards won't touch. He's on uneven terms with the organized crime in the city, disliking them but also sometimes working for them at a premium, strung along largely by the hope he can gleam some information on what happened to his sister, Valeria. A very conventionally cynical and weary wizard detective sort. Exploiter Wizard with a quick dip of Unchained Rogue into Arcane Trickster.
Actual depth to come in time, but I'm forseeing myself getting carried away. Just figured I'd stick a pin in the goals beforehand.

Vrog Skyreaver |

Okay, so I've been kicking around a build for my information broker character, and I can't get one to work right, so I'm going to swing it a different way:
Any major city had it's fair share of toughs, thugs, and roustabouts. The better ones typically came from the military or guard training, and Mosha Romanov was no exception. Of mixed Ulfen-Irriseni blood, Mosha had been fighting most of her life. She was born the daughter of an exiled white witch and her ulfen lover, who were murdered days after their daughter was born. Without any relatives to care for her, she was sent to an orphanage, which took in orphans and taught them a useful trade: thieving.
At first, Mosha was quick and could climb really well, but as she grew she...really grew. Finally topping out at a handslength above 6', Mosha transitioned from second story jobs to thugging.
It was on a disasterous second job that she made a name for herself. She was collecting protection money with a Varisian named the Weasel, who as it turns out lived up to his name, and attempted to steal the gold they had collected so far and leave Mosha a bloody corpse. He had hired six men to surround her and kill her. It was nothing personal, but he was planning on faking his death and couldn't leave witnesses.
The last thing he felt before his face slammed into the wall the first time was her meaty hands on the back of his neck and the scruff of his collar.
The first time he hit the wall, he wondered why six men hadn't been able to stop her.
The second time he hit the wall, he tried stammering out an offer to give her the money, but it wasn't really coherrent.
The third time he hit the wall, he didn't do anything, because he was standing in line in the boneyard.
Delivering the money, she decided to part ways with the gang and strike out on her own as muscle for hire.
When she's not working, she helps out orphans and the lost try and find a place for themselves. She doesn't hold any grudges about the way things turned out, and she has no problems steering those who would excel in thieving towards her old gang.
Mosha doesn't consider herself a thug. She tells herself that is just the job she does to pay the bills.

GM Renard |

@Frightmare: Quite a few things to say:
* One more note about Vigilante the class, vs just using disguises. Vigilantes have a very nice kit against magical scrutiny. You're more likely to run into magical scrutiny in this game than your typical AP, so take that into consideration if you're rubbing powerful people the wrong way.
* On crafting, you're allowed to craft two items that require crafting feats (except scrolls and potions). You may craft as many mundane and alchemical items as you wish as well as scrolls and potions. The player's guide has been updated to reflect this.
@leinathan: The former noble is certainly fertile ground for interesting characters. My questions on reading your build are: How did a former Chelish noble gaining infernal power, presumably from a LE entity, end up CN? I know you're not a cleric, but that's still quite a departure. There's also no mention of what your character actually wants or does.
@Nikolaus: Both interesting ideas. You've hit on an interesting problem of how agreements are enforced. Just as note, I don't think we would allow your character to BE a Senator, but she's certainly welcome to work in the Senate. I'd point you to the Affiliated Agent trait for that.
@Vrog: That's a nice vignette and I'm interested to see the build and details that follow. What gang did you imagine Mosha being a part of?

Nikolaus de'Shade |

@Nikolaus: Both interesting ideas. You've hit on an interesting problem of how agreements are enforced. Just as note, I don't think we would allow your character to BE a Senator, but she's certainly welcome to work in the Senate. I'd point you to the Affiliated Agent trait for that.
Definitely not ACTUALLY a senator, she's just one of the background staff. A well respected one, who is considered the best in her field (authenticating documents), but nothing else. Just a senior civil servant :)

FangDragon |

Wow a lot of effort has gone into fleshing out Galt, props! So I'm thinking magical assassin. Likely a halfling Magus who used to work for the bankers as an eforcer before falling out of favour (over something trivial or imagined) and spending years in The Annex. Does that sound feasible for a halfling to survive that? Pretty sure he'd be legitimately disaffected with the turmoil after that.
Anyway without trying too hard I was able to get a very decent stealth mod and a respectful intimidate mod via brushing intellect. Might be interesting with Egorian Diplomacy . The personality for such a character is sort of writing itself.

Timm Tones |

Hi GMs! Chess here. Thanks a ton for the answers.
I present you Timm Tones - the very likable gnome charlatan mesmerist. An easy smile and a miracle solution for hair loss, for a cheap cheap couple dozen of silver coins. :)
Please feel free to let me know if you need me to provide more details on anything of his background or fluff.

leinathan |

@leinathan: The former noble is certainly fertile ground for interesting characters. My questions on reading your build are: How did a former Chelish noble gaining infernal power, presumably from a LE entity, end up CN? I know you're not a cleric, but that's still quite a departure. There's also no mention of what your character actually wants or does.
Well, my concept is that it wasn't actually my character that made the pact. My character's grandfather made it, and traded the souls of him and all of his children in exchange for arcane powers. Unfortunately, that meant him, plus his children, plus their children, plus their children... once my character was born, they really were no longer Chelish nobility. They had no home, no title, no land. However, the powers remain, and as "consorting with devils" is a capitol offense in Galt, their lives are still in constant peril.
My character and their family are too stubborn to flee Galt, so the primary thing that they want is to stop having to flee, which means taking down the government and installing one that isn't so bloodthirsty and aggressive. On a second hand, being killed by a Final Blade may actually be superior to death for my character, would would be consigned to Hell without their consent after death. However, finding a way to void the pact and remove their powers is also a goal so that they can die in peace (after a long and healthy life in a country they helped shape). Does this make sense for you?

Wyssal Sloboda |

Let me submit to you Wyssal Sloboda, a Milanite barrister.
The Halfling woman enters the room with a quick step. Everything about her is a symbol, a message, a promise, from her simple clothes (she insists - almost brags - she is not noble, but a daughter of Cheliax escaped slaves, and she shouldn't dress like something she isn't) to the rose brooch she proudly wears on her chest.
The first thing to catch your attention is her eyes, light brown and really focused. Almost angry. Like if she was seeing, at all times, all the injustices and pain she strives to defeat. She is somewhat tall for a halfling (3' 2") and fit, if not really athletic (32 lbs). Her curly brown hair fall passes her shoulder in a loose way as if refusing to bend to the will of a tyrannical comb. Her skin is pale, showing the long hours of work writing or proselytizing. And as soon as you see her write, you notice she is left handed.
The Red Rose. They call her that. Her business, Sloboda Legal Representation, known for the locals as "the rose garden" is recognized by the wonderful roses blooming in the courtyard, and the unstopping activity of her employees.
But at night she disguises herself and hit the streets. She helps halflings escape slavery. Innocents to evade the grey wardens and the final blades. She organizes protests, delivers pamphlets, gives speeches to political clubs. She fights for freedom in risk of her own life.
Anyway, the word on the street is that the Red Rose soul will be in a final blade within the next month. She has avoided the common fate of many outspoken citizens like her because of her small stature (pun intended), but no on Isarn can raise her voice so much without attracting some attention. Dangerous attention.
But Wyssal is not afraid. She knows Milani's path lets to sacrifice, and she is willing to follow that destiny to defend her ideals.
"If we are not careful the laws we implement we will allow the government to slave and exploit the people. The laws we make need to prevent tyranny from growing here, as it has sprung in so many other places. I am able to come here and talk to you because we are different. We won a revolution that gave us freedom. But we need to defend that freedom. We to create something that outlives us. Create a balance of power. Senators taken from the people, not the elites. Senators able to stand against the powerful. Senators able to stand even against a tyrant. Senators that do now bow before the law of terror, but strive towards social justice!"
"Who is a criminal? What crimes will cause a person to lose his freedom or his life? I have heard that in "civilized" lands, like Restov, honest people die from exposure outside of empty houses. I have heard of lands where a hungry child loses his hand for the crime of stealing a piece of bread. But the miscreants that steal a widow's last copper by selling food for her children at exorbitant prices are celebrated and recognized. Which criminals are we talking about? Which justice courts decide it? Which judges? Who stands for the poor, and face the powerful?"
"We need to help the people of this lands out of a reign of brutality and oppression. I dream of a new life of liberty, peace, and prosperity. A government that will have the well being of the people in their mind, instead of riches or power. This rose" - she points at her lapel - "means to me the fight for happiness and freedom. The promise of a new and better world, and the strength to look for it."
She talks about freedom, destroying tyranny and slavery, protection to the poor, participation of all the citizens in the government and the expansion of the revolutionary ideas as fast as possible. She talks in good terms about the Andoran government while warning of the Galt "excesses". She also talks about lowering taxes and government "frugality" and prevent corruption. She is also against all proposals to limit freedom of expresion, association and workship. She is very open in her ideas and activities, more interested in being seen than to remain hidden. At least at first sight.
Her Parents, Abraham and Chloe, didn't had last names as Slaves in Cheliax. Escaped with her daughter from their Chelaxian masters (a minor trader family) when Wyssal was 8 months old. At arriving Galt, they got the "Sloboda" family name (meaning "Freedom" or "Liberty" in their Halfling dialect) for themselves. At the beginning very poor, the last of their three daughters, Rose, died as an infant of malnutrition and sickness when Wyssal was 8 years old. The other sister, Volya, is 5 years younger than Wyssal, a Cleric of Milani is respected at her parent's neighborhood. All the family are firm worshipers of Milani. The parents now own a prosperous fishing trade company. They are involved in helping escapees from Cheliax.
Early Life: After her sister Rose dead she helped her parents taking care of her sister, working to get the fishing business up, and later studying as a bard orator and barrister, under another Halfling escapee (a former slave trained in legal matters) called Sumak Kniha.
About her possessions she dress plainly and lives modestly but carries some expensive equipment. She carries proudly a Red Rose Brooch, a Milanite symbol.
Associates: Her sister, Volya Sloboda, with whom she keeps constant communication (about their parents and political plans mostly). Sumak Kniha, her teacher.
After her dead sister she picked up her "nom-de-guerre", "The Red Rose".
The crunch is in the alias.
What do you think of her? Do you like her? Any suggestions?

Le Quatrième Voile |

Working on a good way to give feedback on submissions. If you've sent in one of the submissions below, expect some future feedback:
Digger Chandler1 - Clément Poulain/Le Bourreau du Peuple - Vigilante (Hangman)
Digger Chandler2 - Amelie Duchamps - Ranger (Dandy) fashonista
BoleshevikBuddy - Lev Borstein - Rogue (VMC Bard) journalist
leinathan - Alison Faure - investigator (VMC witch) activist
The Chess - Timm Tones - Mesmerist/Oracle/Densa Evangelist
Corsairo - Wyssal Sloboda - Milanite Bard/barrister
If you expect to be on the list and are not, feel free to shoot me a PM
In the meantime, we'll focus on questions about still pending characters:
@Fang Dragon - Crime has an interesting sort of economy of its own in Isarn. If a crime is petty, its unlikely to even result in an arrest...maybe a guard asks for a bribe. If it's severe, they give you a date with Margaery. If that's not complex enough, the scale between petty and severe has shifts as often as Revolutionary Councils do. So while it is certainly possible to be imprisoned for a long time, and survive that imprisonment, these cases would be rare and unique circumstances. What someone did, and who they did it to, and when, are essential questions. How they got out is probably an interesting tale as well.
One thing everyone should expect is that while the decrees are the laws that are widely know, what constitutes a "law" will sometimes made up on the spot. This is by design, to simulate the complex legal system. A good Profession (barrister), Diplomacy, or Bluff check might invoke old laws, special exceptions, or some other legal weirdness. This could turn the tables on a seemingly straightforward situation. We want PCs with a legal expertise or a gift of gab to use this to their advantage, because the government certainly does.
@Leinathan I think i see what you're getting at with the character. I guess I'm interested how this family has remained alive, and how this character plans to accomplish the lofty goals they've put forth. Feel free to make your story as long and detailed as you like, and use spoiler tags to keep in from blotting out the sun.
@rutaskadis, and anyone else making a diplomancer or rabble-rouser Be familiar with the Verbal Duels rules (link), as we will use these mechanics for political arguments, starting riots, and trials.
@Wyssal Sloboda One thing sticks out significantly: your character certainly in the spirit of Milani as written in ISWG/ISF, but her worship is really complex in our setting. Keep in mind, Milani is technically outlawed. Even the hospital in her name is illegal (one of those 'they look the other way things'). We're very about her opinions on The Blood Rose, The Courageous Council, and The Sisters of the Everbloom.

Wyssal Sloboda |

I imagine Wyssal's legal expertise as the main reason the hospital (in which her own sister works) is still open. Her sister is part of the sisters of the everbloom, and herself is a current (or former) member of the courageous council (she got the campaign feat for that). She is walking on very thin ice, and the cerulean council might be her only way out of the trap she has built for herself. Or her last mistake before meeting Marguerite.

DBH |

Oops. Sorry about that, for some reason I always miss the racial restrictions. I come up with a concept in my mind and run with it too soon.
So here are my prospective characters, including a rebuilt Intrigue Oracle.
Both still need their backstories worked out and a few pieces of equipment, but skills and stats are done for your scrutiny.
MIRELLA CHABAL
Female Human (Kellid) Oracle 7. CN Medium humanoid (human)
Init +3; Senses Perception +14,
Languages Aklo, Common, Draconic, Hallit, Infernal, Read Lips, Tongues,
DEFENSE:
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex, )
hp 52 (7d8)+14: Fort +3, Ref +5, Will +5, You gain +2 bonus on saving throws against effects that affect your composure.
OFFENSE
Melee dagger +1 +6 (1d4+1/19-20)
Ranged dagger +1 (thrown) +9 (1d4+2/19-20), within 30 ft. +10 (1d4+2)
Melee spring blade +5 (1d4)
Ranged spring blade (thrown) +8 (1d4+1), within 30 ft. +9 (1d4+1)
Ranged crossbow, light +1 +9 (1d8+1/19-20), within 30 ft. +10 (1d8+2)
Spell-Like Abilities: rumormonger ( DC 16, 1/day)
Known Oracle Spells (CL 7th, concentration +11):
3rd (5/day) - dispel magic , searing light , cure serious wounds (DC 17) , suggestion (DC 17)
2nd (7/day) - fear the sun (DC 16) , make whole (DC 16) , sound burst (DC 16) , false belief , cure moderate wounds (DC 16)
1st (7/day) - bless , burning disarm (DC 15) , ears of the city (DC 15) , ray of sickening (DC 15) , shield of faith (DC 15) , cure light wounds (DC 15) , charm person (DC 15)
0th (at will) - create water , detect magic , detect poison , mending (DC 14) , purify food and drink (DC 14) , sotto voce (DC 14) , stabilize (DC 14)
Prepared Spells Prepared Spell List
STATISTICS: Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 18
Base Atk +5; CMB +5; CMD 18
Feats Calm Disposition, Conceal Spell, Deceitful, Fast Learner, Persuasive, Point-Blank Shot
Skills (Background Skills Perform Dance, Profession Courtesan & Gambler. +7 Skill points from Fast learner feat)
Acrobatics +3,
Appraise +2,
Bluff +15,
Diplomacy +15,
Disguise +13,
Heal +8,
Intimidate +6,
Knowledge (History) +8,
Knowledge (Planes) +8,
Knowledge (Religion) +8,
Perception +14,
Perform (Dancer) +15,
Profession (Courtesan) + 6,
Profession (Gambler) + 7,
Sense Motive +12,
Sleight of Hand +11,
Spellcraft +10,
Stealth +11,
SQ Bonus Feat, Gossip Guru, Hidden Magic, Intrigue Mysteries, Orisons, Skilled, Tongues ~ Aklo, Tongues ~ Infernal, Whispered Glimpses,
Possessions dagger +1; mithral shirt +1; outfit (entertainer's); spring blade; Handy Haversack ; Wrist Sheath, Spring Loaded ; Crossbow, Light +1 ;
SPECIAL ABILITIES
Gossip Guru (Sp) You sit in a web of intrigue like a spider, subtly tracing the course of rumors and gossip in order to understand the ties that bind those around you. You can use the rumormonger spell once per day as a spell-like ability, using your oracle level as your caster level. Each time you do so, it ends the duration of any previous activation.
Hidden Magic (Su) You gain the Conceal Spell feat as a bonus feat without needing to meet the prerequisites. You can also hide your use of spell trigger items using the Conceal Spell feat, though onlookers receive a +2 bonus on their skill checks to pierce your subterfuge.
Intrigue Mysteries You draw upon the divine mystery of Intrigue to grant your spells and powers.
Looking for Work (Perform (Dance)) Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand two selected languages. This does not interfere with spellcasting, but it does apply to spells that are language dependent.
Tongues ~ Aklo You gain Aklo as a bonus language.
Tongues ~ Infernal You gain Infernal as a bonus language.
Whispered Glimpses (Su) The whispers of intrigue sing to you with glimpses of insight into others' presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
I see her as an information broker of sorts, a spider in her web of rumors and gossip, shifting out the important things for her own interest.
I will most likely change some background skills around to give her some Knowledge Local which I've just realized she lacks.
SEBASTIAN DUMAT
Male Human (Kellid) Brawler 6 / Rogue 1
NG Medium humanoid (human)
Init +3; Senses Perception +10,
Languages Common, Dwarven, Elven, Hallit, Infernal
DEFENSE: AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge, )
hp 65 (6d10)+(1d8)+20. Fort +7, Ref +10, Will +2, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol
Defensive Abilities AC Bonus,
OFFENSE
Melee unarmed strike +11/+6 (2d6+4)
Melee brawler's flurry +9/+9/+4 (1d1+4)
Ranged sling +9/+4 (1d4+4)
Special Attacks Brawler's Flurry, Brawler's Strike, Close Weapon Mastery, Knockout, Sneak Attack 1d6,
STATISTICS: Str 18, Dex 16, Con 14, Int 14, Wis 11, Cha 12
Base Atk +6; CMB +10 (+11 grapple); CMD 24 (25 vs. grapple)
Feats Combat Reflexes, Fast Learner, Following Step, Hamatulatsu, Improved Natural Attack (Unarmed Strike), Improved Unarmed Strike, Step Up, Weapon Finesse, Weapon Focus (Unarmed Strike)
Skills: (Background skills Craft Alchemy, Carpentry. Profession Porter.) (+7 Skill points from Fast learner feat)
Acrobatics +11,
Appraise +6,
Bluff +7,
Climb +9,
Craft (Alchemy) +7,
Craft (Carpentry) + 10,
Diplomacy +6,
Disable Device +15,
Disguise +5,
Escape Artist +10,
Intimidate +9,
Knowledge (Dungeoneering) +6,
Knowledge (Local) +10,
Linguistics(Infernal) +6,
Perception +10,
Perception (Trapfinding) +11,
Perform (Untrained) +1,
Profession (Porter) + 10,
Sense Motive +8,
Sleight of Hand +8,
Stealth +12,
Survival +5,
Swim +9,
SQ Bonus Feat, Bonus Feats, Brawler's Cunning, Finesse Training, Martial Flexibility, Martial Training, Skilled, Trapfinding, Weapon and Armor Proficiency,
Possessions unarmed strike; outfit (traveler's); mithral shirt +1; belt of giant strength +2; boots of the cat; thieves' tools (masterwork); brawler's flurry; Handy Haversack ;
SPECIAL ABILITIES
AC Bonus (Ex) When wearing light or no armor, a brawler adds 1 AC as a dodge bonus to her Armor Class. If a brawler is helpless or immobilized, she loses this bonus.
Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.
Brawler's Strike (Ex) A brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.
Close Weapon Mastery (Ex) When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon. This must be declared before the attack roll is made. When wielding a close weapon, you may treat its base damage as 1d6 (you may apply any effects that increase your unarmed damage dice).
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Knockout (Ex) 1/day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 17) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.
Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to Grapple combat maneuvers.
Martial Flexibility (Ex) The brawler can gain the benefit of two combat feats he doesn't possess. He can select one feat as a swift action or two feats as a move action. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 6. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Orphaned You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
He keeps his intelligence and Rogue skills well hidden behind the street thug exterior. I took the Orphaned trait as he lost his family to the Revolutionary council and grew up on the streets with a grudge.

Le Quatrième Voile |

@Wysall and everyone: Renard and I designed our custom Campaign Traits to be a little more powerful than others. We're happy people like them, but are sticking to the standard rules for traits: When selecting traits, you may not select more than one from the same list of traits.
Players may spend some starting wealth on Ultimate Campaign structures or businesses, even without the Local Business Owner trait. They just don't get the free gp value or the roll twice benefit.
Players will be encouraged to interact with the various organizations we've created when play begins, based on the Influence rules (link). Affiliated Agents will get a head start on this, and advance faster with the additional trait benefit.
Anyone can try and navigate the Catacombs, try and contact a vigilante, or even try and act as their own lawyer. We've designed the traits for players who want to be better at these things.
@DBH Interesting builds. I look forward to how you plan to integrate them into the setting.

Le Quatrième Voile |

Well I think I misunderstood what you were picking the trait for. All PCs will be Cerulean Council members, so we don't expect them to assign the Affiliated Agent trait for them. They won't follow the same influence rules, as they are the PC centric organization. I thought Wyssal was associated with the Sisters of the Everbloom, though her sister, which is a relationship that could be developed without the trait as the game unfolds.

ginganinja |

Still reflecting on Veiled Illusionist - even if its possible in the setting, just the presence of the decree warrants a little more timidity in playstyle and vision than I had initially planned on. I might change her concept out for a Bard of some description. For now though, I'm very happy with my other submission, Nyx.
She isn't technically 'completed' yet as I'm still thinking about what she will spend the majority of her wealth on, but I'm just getting her Crunch / Backstory out now. Feel free to let me know GM's if I took any liberties with what would happen in this setting of Galt, or if there is anything that doesn't fit as I tried to make everything line up with her concept (one of the reason's I'm struggling for her final trait but I think Aspiring Agent works best).
Many people considered the constant upheaval and anarchy within Galt made it impossible to do business. Nyx believed the exact opposite.
Raised in an orphanage, Nyx never knew her parents, being abandoned when she was younger. Initially, Nyx found this distressing, but the experience hardened her, making her more willing to trust in herself. As she grew older, Nyx tended to view the experience as useful considering the path she chose in life, as it tended to give her limited attachments or weaknesses.
With Galt in constant revolution, the orphanage grew disrupted under the constant strains of violence or decree changing. As a resourceful child, Nyx took the opportunity to explore the streets, trying to hone some of the talents she was learning. Essentially, she branched out into pickpocketing, and eventually looting, gradually sliding into a life of crime as a solo opportunist.
Being at a (relatively) young age, and still an inexperienced in the criminal underworld, Nyx would have quite easily met an unfortunate end, just another victim of Galt’s tireless revolutions had she ironically not started moving her minor crime spree into La Lumiere Rogue, directly crossing paths with the Church of Calistria in the process. Fortunately, the Church decided Nyx’s aptitude for trickery would be better directed elsewhere and decided to take Nyx under their wing, training the women into a skilled operative.
Under the guidance of the Church, Nyx excelled, discovering that she enjoyed the finer points of deception rather than then (in her opinion) the inelegant sleight of hand that she would employ in her youth. Instead, Nyx would use her talent for disguise to impersonate individuals, brazenly walking through businesses and residences as if she had a right to be there, usually strolling out with something valuable, albeit not in a strictly monetary sense.
Nyx prided herself on stealing information, and was exceptionally skilled in forging documentation. More than once she passed herself office as legally “repossessing” an item on behalf of whatever Council was ruling Galt at the time – no-one really wanted to object when the alternative was a Final Blade. She also feared law enforcement much less than anyone else, using forged documentation and disguises (as well as personal knowledge) to know who influenced who, and how to manipulate a given situation to her advantage.
Having a voracious appetite for secrets, and wanting to know as much as she could about anyone and everyone meant that Nyx was constantly thirsting for information to learn. To this end, Nyx occasionally worked in the taverns or brothels to earn some of this knowledge, trying to learn who the movers and shakers were. Her ultimate goal to work up to the top of the pole of Galt’s society, trying to being one of the more influential members of La Lumiere Rogue, then the Court of Bee’s, and from there, who knew?
Nyx Illisha
Female half-elf investigator (infiltrator) 7 (Pathfinder RPG Advanced Class Guide 30, 100)
CN Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 enhancement)
hp 45 (7d8+7)
Fort +3, Ref +7, Will +5; +2 vs. enchantments
Defensive Abilities trap sense +2; Immune sleep
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Offense
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Speed 30 ft.
Melee rapier +10 (1d6/18-20 plus 3 precision damage)
Special Attacks studied combat (+3, 6 rounds), studied strike +2d6
Investigator (Infiltrator) Extracts Prepared (CL 7th; concentration +13)
3rd—amplify elixir[APG] (2)
2nd—acute senses[UM] (DC 18), alter self, focused scrutiny[ACG], investigative mind[ACG], perceive cues[APG]
1st—disguise self (3), fabricate disguise[UI], heightened awareness[ACG] (2)
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Statistics
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Str 10, Dex 14, Con 13, Int 23, Wis 10, Cha 10
Base Atk +5; CMB +10; CMD 17
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Orator[ACG], Power Attack, Skill Focus (Linguistics)
Traits - custom trait -, clever wordplay
Skills Craft (alchemy) +16 (+23 to create alchemical items), Diplomacy +10, Disable Device +12, Disguise +16, Intimidate +0 (+6 in your area of renown while in your vigilante identity), Knowledge (arcana) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (religion) +16, Linguistics +19, Perception +14, Sense Motive +12, Sleight of Hand +12, Stealth +12; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Celestial, Common, Dwarven, Elven, Gnome, Halfling, Hallit, Infernal, Kelish, Orc, Sylvan, Thassilonian, Undercommon
SQ alchemy (alchemy crafting +7), elf blood, finesse weapon attack attribute, inspiration (1d8+1, 9/day), investigator talents (amazing inspiration[ACG], empathy[ACG], expanded inspiration[ACG], favored beat, gossip collector[UI], great renown[UI], intelligence inspiration[ACG], underworld inspiration[ACG]), keen recollection, master of disguise, mimic mastery, rules changes, secondary ability (), swift alchemy, vocal mimicry
Other Gear rapier, headband of vast intelligence +2, investigator starting formula book, 6,500 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathy (1/day, DC 19) (Ex, Su) Roll sense mot 2x (take high). Full-rd & 1 point for detect thoughts on foe in 30 ft (Will neg).
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Gossip Collector (Ex) Gather info in 1d2 hours (faster in area of renown). Beat DC by 20 means instantly known.
Inspiration (+1d8+1, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Disguise (Ex) Disguise in 1d3 minutes. Reduce penalties for different traits by 2 each.
Mimic Mastery Count as 2 level higher for duration of disguise self or any polymorph on yourself.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Renown +6 (area of renown) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Studied Combat (+3, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Vocal Mimicry (Ex) You can mimic voices and sounds around you.
Nyx thinks long term, and is a very manipulative individual. Even while living on the street, Nyx was very adept at disguising herself, and every day changes her face to varying degrees, each "disguise" having a various backstory, papers (possibly faked) and position in the city. She has a "default" disguise of an attractive lithe olive skinned half-elf with long dark hair and brown eyes, although whether this is her true look is impossible to say, with Nyx switching things up with a mundane disguise or perhaps with magical assistance. There are some of Nyx's agents however, to believe that she is a blonde, others, a red-head, an elf or a human, or some other race or facial feature. Patient to a fault, Nyx is polite to all, and keeps her true feelings hidden. Its not uncommon for any revenge Nyx dishes out to manifest months or years later and makes dealing with Nyx rather unpredictable, because you are never quite sure where you stand.
Nyx has difficulty forming relationships based on loyalty, due to her changing persona, so she generally relies on fear, or gratitude for aid to maintain her network of clients, informers and enforcers. She dislikes physical aggression or combat in any form, believing that its a failure on her part to address the situation.

The Frightmare |

I was hoping to get both characters in tonight, but it ended up taking me g%*~&%n hours to put together Persephone's crunch due to rampant indecision and switching back and forth between multiple ideas. A weird sword-and-gun TWF Swashbuckler, dips into weird places, lots of bizarre choices that eventually led to me dropping Musketeer altogether. I got attached to her in the process of writing her, and I think that made figuring out her crunch a lot more complicated than it had to be. I didn't think with four pages of fluff that I could get more carried away, but the sheet gave me some of the most trouble I've had in my many years of Pathfinder. Hopefully my wizard falls into place a bit more easily. Presenting Lady Persephone Divella Solistar IV, Inspired Blade Swashbuckler and Rose Warden.
The Divella family found other diabolists left in the wake of revolution, and believed that House Asgavan may have stood a chance of reclaiming Cheliax if only they could bring another revolution to Galt. One bloodier and more violent, backed by demonic patrons who could overwhelm the mere mortal forces of the revolutionary councils. They moved in secret, and Persephone II trained her daughter, just as she would in turn trained Persephone IV, in the arts of infiltration and intrigue. They needed to lead their lives in secret and avoid ever disclosing their true identities, not only for their safety, but to secure revolutionary success.
Persephone IV was a different sort of woman than her mother and her grandmother before her. She took well to her lessons, which blended swordplay and infiltration with how to carry oneself properly as a noble on the belief she may one day truly become one again. Raised on promises she would one day perhaps be princess and then queen of Galt when their bloody devilish revolution took hold, Persephone found herself deeply uninterested in such foolishness. She found more excitement in picking locks and pockets than she did in learning table manners, and she was far more taken by stories of Courage Heart and the trashy, battered novels she could get her hands on than she was by stories of Asmodeus's might and Cheliax's colonization of Golarion.
The heroines of the adventure and romance books that Persephone snuck into her room like contraband filled her head with vivid ideas of a different kind of revolution. Of justice and justice. The iron heel of a boot holding down its people to keep them in line did not entice her one bit, and the chaotic whims of the people murdering their way into power didn't seem quite so right either. There had to be a middle ground there, had to be a way to find freedom and allow the people to rule without entertaining tyranny and endless bloodshed. The more inspiration she found in those books, the less she agreed with her family's crusade and the more she began to dream of her own idea of revolution.
In Persephone's mind, whatever was just had to come from the people, but not from whipping the people into a frenzy of populist furor, and certainly not from naming scapegoats. The people needed a voice in the process, not merely to have representatives pander to them. When the guillotines fell and the New Revolutionary Council took over, she saw through much of their means immediately, and found Korran Goss a dishonest man with insincere intentions, focusing peoples' attention to an outside enemy in the hopes of sparing himself the same trip to the final blades that his predecessors had fallen victim to. She dreamt of a Galt that drew its focus inward to fix its problems and address its societal ills intelligently rather than externalizing its aggressions and falling victim to xenophobic vitriol.
But she had no clear mind for revolution, still playing kind with her family and the assorted hangers-on who formed a group calling themselves The Circle of Flame. Those same lessons on lying that Persephone learned now became the means by which she kept a facade up for her family, avoiding letting it show that she had fallen out of love with their revolution and dreamt of something as diametrically opposed to their diabolic rule as possible. She began to revere Milani and trace roses wistfully into pages with her fingers, knowing she could never let the symbol shine through while she lived amid Asmodeans. But she had thrown out any belongings that tied her to the Prince of Hell, and held off for as long as she could on initiation into the Circle of Flame, which would have involved being branded on the shoulder with Asmodeus's symbol.
The Circle of Flame never had the chance to launch their revolution. The store they used as a front was raided on an anonymous tip, and the Grey Gardeners led a small raid. Persephone was home at the time, but both her parents, as well as the other ranking members of the group's inner circle, were arrested for diabolism and sentenced to death. Persephone barely talked her way out of it, explaining with impassioned fervor that she didn't know her parents were devil worshipers and that she was certainly not one herself. A tense, hours-long dismantling of her room as Grey Gardeners went through her possessions looking for any sign of devil worship, paired with smart words, convincing tears, and the lack of the same brand the others had, were enough for Persephone to be let go of, and when her parents were executed, Persephone became the sole heir of their fortune.
Persephone may have had no love for their views, but she still loved her parents. They had never been cruel to her, simply wanted from her something she didn't believe in, and she didn't feel they deserved to die solely for their beliefs. It galvanized what had already been brewing inside of Persephone as she found herself enraged by what had happened, by the insane influence of the 'revolutionaries' who constantly overthrew one another in the name of justice only to rule with iron fists and kill all who they thought might oppose them. She mourned for many nights, but then when the tears dried up, she was left with something more fierce than that.
A resolve to change Galt.
The books that Persephone had always been captivated by became a special kind of inspiration. All of the dashing heroines who had captured her imagination, the women who could cross swords with the men and who demanded control of their own destinies spoke out to a girl who suddenly found herself alone in a world steeped in injustice. All of the lessons she'd received, in swordplay and intrigue, could still find use, just not in the direction of driving Galt into the hands of devil worshipers. No doubt, Persephone would be in trouble were she found out of line after narrowly avoiding the guillotine herself, but a costume and an ideal came to mind, and she found herself a means with which to change things, even just a little bit.
Money was no object in creating a costume that could match the inspired majesty of her deepest dreams. Red and black seemed obvious to Persephone, who donned a disguise to commission a costume, blending the fine dress of high society with the flair of a swashbuckler to create something bold and heroic. Knee high boots, a fancy red hat with a feather in it, a fine red jacket that flowed like a cape, and a mask to obscure her face to cap it all off, allowed Persephone to take up a new role as La Vengeresse Des Roses, a rapier-wielding freedom fighter who wore her devotion to Milani on her sleeve. Quite literally, given the rose symbolism throughout the costume. Finally, Persephone was ready to right wrongs in the world.
By day, Persephone would play the lowly heiress to a modest fortune, mingling about in the lower reaches of high society, never truly relaying that she was of genuine noble blood for the sake of keeping her fortune intact. She was merely an aristocrat of mild standing, a girl who came from enough money to not be so scandalous paying visit to social functions from time to time, and who would surely have to find a good man to settle down with before she became too old to ever find her way in life. But by night, Persephone could be La Vengeresse Des Roses, a vigilante who stalked about the streets of Isarn in pursuit of wrongs to right. Whether it be criminals or even corrupt city guards, she would happily offer her rapier to the defense of any who needed it. Sometimes, her quests to right wrongs even had her interacting with people whom she would see by day, some even perhaps people she would call friends, whose homes she would slip into in pursuit of a piece of evidence or some family heirloom they had stolen to recoup an exploitative loan.
As La Vengeresse Des Roses, Persephone played herself up not only as a woman of the people, but as a dashing, romantic figure, whose talents were formidable and who could do whatever she pleased with impunity. She had developed a calling card; when she broke into somewhere and wanted somebody to know it, she would throw three rose petals into the air, pierce them with one delicate and precise stroke of her rapier, and then leave them laid on the floor. In her eyes, the ability to so carefully pierce the frail petals without leaving anything more than the hole was a sign of her precision and grace.
While not as grand a reputation as some other vigilantes in the city may have had, La Vengeresse Des Roses was, in her mind, certainly starting to make an impact. She had run afoul of the city guard a few times in saving people from shakedowns by corrupt guardsmen, left her mark in the homes of several nobles--sometimes even without stealing anything, but just to know she had made it into the deepest point in their homes, and once even their vault, before leaving--and had one been involved in a very public and unfortunate incident wherein she murdered a man attacking a courtesan in plain view of a few too many people. She also sought knowledge to teach herself how to create alchemical items, lacking in magical ability but hoping she could find some help in the wonders of science to still give her fantastical means of escape, trickery, and theatrics.
Raised in isolation, Persephone simply didn't mind lashing out against even the nobles she may consider 'friends'. The Persephone who wore nice dresses and mingled with the aristocracy was as much a facade as La Vengeresse Des Roses was, perhaps even more dishonest a persona. Persephone understood her family history, understood that she could possibly lay claim to power and riches in Cheliax deeper than she could have ever imagined, but Cheliax was not her home, Isarn was. She had been raised being told she was nobility over and over, that one day she could become princess of Galt when her family succeeded, but power was empty and fleeting, and should only come by will of the people. The title she laughed at in secret meant little more to Persephone than a danger; one day she may join the heights of society, but she wished to do so on her terms and in support of something greater than merely seeking to deepen her coffers and enrich her surname.
To her incredible frustration, she could not truly find any grounding in meeting with the disparate worshipers of Milani, who she thought she might relate to due to her upbringing of 'worshiping' in secret. But it was no use; The Blood Rose were bloodthirsty madmen in direct opposition to Milani's will, The Courageous Council were ironically named cowards who sat around waiting for a solution to come to them, and the Sisters of the Everbloom, while noble in their aim, did not understand that Galt could not heal under the conditions with which it operated.
As she stalked the streets and even perhaps developed a name for herself, there was one injustice Persephone remained fixated upon above all else: her family. She didn't know for certain who betrayed The Circle of Flame to the Grey Gardeners, but she felt it must have come from someone on the inside. Only ten or so of the few dozen members of the group in total, now presumably scattered. Persephone didn't know all of them and didn't know for certain who was killed, but they had grown sloppy in their recruiting, and Persephone feared they had recruited a spy who sold them out. Regardless of her feelings for Asmodeus and his worship, nothing mattered to Persephone more than finding who had led to her parents' death, and any piece of information she may have been able to gleam was the most valuable of prizes.
But even if she cannot find answers to the questions she seeks, if she can make Galt a place where the gods one chooses to revere do not earn you a trip to the executioner, she would have done her job.
As La Vengeresse Des Roses, Persephone embraces the spirit of the dashing, romantic adventure heroine. Wielding her rapier wit with as much finesse and danger as her rapier proper, she lays on the charm thick. Affable, mysterious, but with a clear nobility and righteousness to her actions, she cultivates the persona of a phantom thief, rising above the lowly criminals of the underworld to protect the weak, accepting that she is a criminal herself and that she breaks the law, but that she does it for noble reasons.
Underneath the layers and the lies, the real Persephone is a woman of firm moral belief in the pursuit of justice and the protection of the weak. Her over-dramatic personae are not affectations so much as reflections of the natural flair and boldness of a strong personality that doesn't always know how to turn it down. A calm and quiet Persephone is more of an act than the overbearing and strongly present Persephone is, though she understands tone and when to keep quiet for a moment. She's a well behaved and tactful lady, she's just perhaps a bit more dramatic than most.
Enamoured by fabled heroes and how they can transcend their own names and deeds to embody ideals, Persephone sees herself as holding the potential to be just that sort of heroine, and just what Galt needs. A firm sense of justice and a belief that the people need a stronger voice than the Revolutionary Councils during her lifetime have been willing to give them, and a belief that power as it's now held in Galt is used to subjugate the poor and the helpless, help guide her actions and form the basis with which she fights for a cause, not yet organized or committed to a specific cause, but still fighting the fight before she truly has a direction for it.
The death of her parents lit a fire in Persephone that now rages with the conviction she needed to take up her blade and help people, but in the back of her mind, the possible betrayal behind her parents' death and the bitter reality that they remain unavenged gives her a lot to think about. She craves answers and follows up any lead she can find on the issue, and in the meantime she uses her quest to clean up the streets as the means of keeping her on the straight and narrow, too consumed with being a hero to fall into despair or lash out in some clumsy and destructive manner that would see her kiled next. Milani is not allows to be worshiped either, after all; she would simply die a different kind of heretic than her parents if she weren't careful.
Ultimately, Persephone is a wide-eyed idealist with strong convictions, but not much of a fight. She thirsts for change, and romanticizes the notions of heroism and revolution as beautiful things when they can be used to help people. She lacks a specific cause or a name to put her efforts behind, but until she finds one she is still committed to helping people, as you don't need to be overthrowing those in power to do the right thing. She does long for a cause she can truly support though, whether it be as Persephone Divella or as La Vengeresse Des Roses.
Persephone's frame leans toward being more slender, but she has added some measure of musculature to her body thanks to the shape she keeps in and the work she does at night. She's built for endurance and agility, with lots of lean, taut muscle rather than showy but decorative muscles or flat, hard-working bulk, but her arms still hold strong definition, and she works to keep them beneath loose sleeves as much as she possibly can.
As La Vengeresse Des Roses, she wears an even more elegant and lavish ensemble, one of red and black but of exquisite make and fine materials. Black thigh-high boots, red pants, a frilly black blouse over which a corset-shaped top provides some form fitting but does not cinch, simply there for aesthetic. A red jacket pumes outward from the hip to billow out like a cape, and white scarves underneath furthe sway and disorient when she runs. Her jacket plumes out at the shoulders, and elbow-length gloves with lacy trim at the end are the only sensible handwear for a duelist of her caliber. A frilly collar piece adds more lace, and holds wears a pendant of Milani's holy symbol for all to see. Her hair is worn down to flow long and proud, but through use of either magic or make-up as the situation demands, it is tinged with red highlights that further guard against recognition. A red domino mask and a black bandana pulled over her mouth protect her distinct features, while a large red pirate hat capped off with a fluffy white feather complete her swashbuckling heroine aesthetic. She often carries her rapier proudly, but a quiver slung over her back ensures that even at a distance, she can cut a fearsome silhouette.
Chaotic Good Medium Humanoid (Human)
Init +6 (additional +2 with at least 1 panache point, +2 in urban areas); Perception +10 (+12 in Urban Areas)
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DEFENSE
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AC 20, touch 15, flatfooted 15 ( +4 Dex +4 Armor +1 Shield +1 Dodge)
HP 56 (5d10 + 2d8 + 14 Con + 5 FCB)
Fort +5, Ref +10, Will +6 (+2 against charm, compulsion, and fear effects)
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OFFENSE
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Speed 30 ft.
Melee
-Rapier +13/+8 (1d6+6, P, 15-20/x2)
-Dagger +11/+6 (1d4+4, B/P, 17-20/x2)
-Sword Cane +11/+6 (1d6+4, P, x2)
-Sap +10/+5 (1d6 nonlethal, B, x2)
--Sneak Attack +1d6
Ranged
-Longbow +10/+5 (1d8, B/P, x3)
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STATISTICS
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XP
Str 13, Dex 18 (15 + 2 racial, +1 at 4), Con 13, Int 14, Wis 12, Cha 14
Base Attack +6; CMB +9; CMD 20 (+22 against disarm with at least 1 panache point)
Feats: Combat Reflexes, Dazzling Display, Deceitful, Extra Panache, Fencing Grace, Iron Will, Shatter Defenses, Weapon Focus (Rapier)
Traits: Former Noble, Reactionary
Favoured Class: Swashbuckler
Skills: Acrobatics +9, Appraise +3, Climb +5, Craft (Alchemy) +12, Bluff +16, Escape Artist +8, Disable Device +10, Disguise +16, Knowledge (History) +3, Knowledge (Local) +6 (+8 in urban areas), Knowledge (Nobility) +7, Intimidate +11, Linguistics +3, Perception +10 (+12 in urban areas), Sense Motive +5, Sleight of Hand +10 (+12 to hide daggers in wrist sheaths and Thieves' Ring), Stealth +14 (+16 in urban areas)
Languages: Common (Taldane), Hallit, Dwarven, Halfling
Equipment: +1 Rapier, two Daggers, Sap, Mithral Chain Shirt, Buckler, Handy Haversack, Hat of Disguise, Cloak of Resistance +1, two Spring-Loaded Wrist Sheaths, Thieves' Ring, Belt Pouch, Sleeves of Many Garments
Located in her Haversack: Noble's Outfit/Vigilante outfit (whichever is not presently being worn), Peasant's Outfit, Longbow, 20 Regular Arrows, 20 Blunt Arrows, 4 Grappling Arrows, 5 Dye Arrows, Crowbar, Glass Cutter, 30 sheets of Glue Paper, Grappling Hook, Torch, 1 length of Hemp Rope, Waterskin, Flint and Steel, Sword Cane, 2 Alchemical Glues, Alchemical Glue Accelerant, 2 Alchemist Fires, 2 Sunrods, 2 Flasks of Acid, Alchemical Solvent, Impact Foam, Good Invisible Ink, Quill, Glowing Ink, Itching Powder, Flash Powder, 2 Tanglefoot Bags, 2 Paper Candle Fireworks, Thunderstone, 2 Tindertwigs, 2 Smokesticks, 2 Potions of Invisibility, 2 Potions of Jump, 2 Potions of Keen Senses,
Current encumberance: 42 lbs
Money: 206 GP, 4 SP
Carrying capacity: 50 lbs. or less, 51–100, 101–150
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Swashbuckler Abilities-
Panache: 6/day, only refreshes on a confirmed critical with a Rapier
Inspired Finesse: Gain Weapon Focus (Rapier) as a bonus feat
Deeds: Derring-Do, Dodging Panache, Opportune Parry and Riposte, Kip-Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative
Charmed Life: 3/day, +2
Rapier Training: +1 to attacks, +2 to damage with Rapiers, and they gain the benefit of Improved Critical
-Rose Warden Abilities-
Anonymity: Adds her Rose Warden level to Bluff and Disguise rolls.
Insurgent Technique: Chaos Hammer 1/day as a spell-like ability
Liberated Mind: +2 against charm, compulsion, and fear effects
Street Sentinel: +2 to Initiative, Knowledge (Local), Survival, Perception, and Stealth checks in urban areas. While in an urban area, Persephone leaves no trail and can't be tracked unless she wishes to be
Sneak Attack: +1d6
Voice of the Masses: Persephone's movement is not impeded by crowds, and she gains a bonus equal to her Rose Warden level on checks to influence crowds
-Other Abilities-
Safe House: As the Vigilante Social Talent. The safe house is located in Persephone's family home and is a 70-foot cube covering from the basement up to the roof and much of the house itself, but the workspace and any incriminatory elements are primarily hidden in the basement.
Notes:
-Save for objects explicitly taken out, all alchemical items and potions are stored inside of her Handy Haversack. These items will then be stored on her person. Her bow will also be stored by default, even when she is in costume.
-Her daggers are located inside of her spring-loaded wrist sheaths any time she is wearing them, including during her day-to-day where the danger of being mugged is always real. She only goes without when absolutely necessary.
-Her Noble's Outfit lacks a signet ring but still possesses 100 GP worth of jewelry to 'belong' in such circles
-Her vigilante outfit is estimated to cost the same as a functional Noble's outfit with the jewelry, to provide reference for quality
-Equipment located at home: Alchemist's Lab, Merchant's Scale, 2 Alchemist Fires, 8 Sunrods, Alchemical Solvent, Impact Foam, Vial of Good Invisible Ink, 2 Tanglefoot Bags, 8 Paper Candle Fireworks, Thunderstone, 3 Tindertwigs, 2 Smokesticks, 2 Lengths of Hemp Rope

littlehewy |

Hi GMs! I hereby present Ariso Chivala, an urban ranger. I've tried to make his backstory very active in the present, as he is returning to Isarn after many years to deal with his past. I hope you like him, and in case you don't I'll be working on a second submission.
If you have any feedback, or suggestions on how I can improve Ariso for your game, I'd love to hear it.
Thanks for your consideration :)
Ariso (originally Aramand Dunisie) was born into crime. His father was a mid-level member of the Vice, a kind of sergeant with his own small band of hoods to coordinate. His mother was a minstrel, and, before meeting and marrying his father, a sometime whore. When Ariso was seven years old, he and his big brother Gerain witnessed the brutal murder of their parents by rival criminals. They fled their parents' killers, and the Vice gave them a home and a purpose. From then on, the brothers were groomed as career criminals.
They excelled. Gerain was clever, manipulative, and driven, and rose quickly through the ranks of the organisation, becoming part of the elite. Ariso was gifted with more operational skills. He became a hunter, a thief, but most of all a ruthless killer. He was known in the Isarn underworld by the time he was 15.
In his early twenties, however, Ariso began to think more broadly about the world, and questioned his life. As his brother was rising ever higher through the ranks, Ariso fled Isarn, intending to build a new life and become a productive member of society. This he did, first travelling through the River Kingdoms, where he met his animal companion, Renarde, a jungle cat that was being tortured by a group of bandits. Ariso pretended to join them, then fought his way out with the cat. They have been inseparable ever since.
He finally settled in the small town of Littledown, some 50 miles from Woodsedge. He took up crafting armour and weaponry, and after completing a ten year apprenticeship, he moved into Woodsedge to start his own business. Once there, he launched his arms and armour business, found a wife (Lissa), and began a family. However, not more than six months ago, Gerain, now one ofthe criminal captains of the Vice, found him, and sent a team to "persuade" Ariso to return to Isarn and use his talents for the organisation once more. If not, Gerain would send another team back to murder his wife and children. Ariso begged Lissa to trust him and leave with him to find sanctuary somewhere else, but when he told her why she took their two children and fled back to her family.
Having lost nearly everything, and facing the death of his family if he does not comply with his brother's wishes, Ariso has travelled to Isarn to confront his brother and deal with his bloody past. How he will do this, he has no idea, but he will not become a murderer again. If anything, he is a father and husband in exile, and he searches for a higher purpose, to prove to himself, his wife, his brother, and the world that he can have a positive impact on his society.
More than that, I think Ariso will bring an interesting narrative to the game. He has an active personal goal, to resolve the situation with his brother and the Vice one way or the other (I don't know how, but I bet we can work something interesting out!), but is also in the process of starting his life again, in his home city; he needs to create meaning in his life.
All in all, Ariso is a stealthy operator, a clever urban ranger who can add muscle and punch when required and brings his own personal story to add to the main narrative.
Male human ranger 7
N Medium Humanoid (37 y.o. 5’11”" 205 lbs.)
Init +9 Perception +6
==DEFENCE==
AC 21, touch 16, flat-footed 16 (+5 armour, +5 dex, +1 deflection)
hp 60 (7d10 + 7 Con, +7 favoured class)
Fort +6, Ref +10, Will +3
==OFFENCE==
Spd 30 ft. (6 sq.)/x4 (medium encumbrance)
Melee MW falchion +11/+6 (2d4+3/18-20)
Ranged MW composite long bow +13/+8 (1d8+3)
==STATISTICS==
Str 16, Dex 21, Con 12, Int 12, Wis 12, Cha 9
BAB +7/+2, CMB +10, CMD +25
Feats Boon Companion (lvl5), Improved Precise Shot (CS lvl6), Manyshot (lvl7), Point Blank Shot (lvl1), Rapid Shot (CS lvl2), Weapon Focus: Composite long bow (human)
Languages Common, Hallit
Special Abilities
*Skilled (+1 skill rank/lvl)
*Favoured Enemy (human, undead)
*Track
*Wild Empathy
*Combat Style (archery)
*Trapfinding
*Favoured Community (Isarn)
*Hunter's Bond (big cat)
*Push Through
- Affiliated Agent (the Vice): Influence of Rank 1 with the Vice and know 2 Strengths and/or Weaknesses . May choose to count a successful Influence check 5 higher than the DC as 2 successful checks.
7 ranks/lvl (class 6, Skilled +1)
Climb +7 (1 Rank, Str +3, Class +3)
Disable Device +20 (7 Ranks, Dex +5, Class +3, Trapfinding +3, MW tools +2)
Escape Artist +7 (0 Ranks, Dex +5, Stealthy +2)
Handle Animal +10 (7 Ranks, Cha -1, Class +3, Trait +1)
Heal +5 (1 Rank, Wis +1, Class +3)
Intimidate +9 (7 Ranks, Cha -1, Class +3)
Kn (dungeoneering) +8 (4 Ranks, Int +1, Class +3)
Kn (local) +11 (7 Ranks, Int +1, Class +3)
Perception +11 (+14 traps) (7 Ranks, Wis +1, Class +3, Trapfinding +3)
Ride +6 (Dex +5, Trait +1)
Stealth +22 (7 Ranks, Dex +5, Class +3, Stealthy +2, Competence +5)
Survival +11 (7 Ranks, Wis +1, Class +3)
Swim +7 (1 Rank, Str +3, Class +3)
Background Skills
Craft (armour) +6 (2 Rank, Wis +1, Class +3)
Craft (bows) +9 (5 Rank, Wis +1, Class +3)
Craft (weapons) +6 (2 Rank, Wis +1, Class +3)
Sleight of Hand +13 (5 Ranks, Dex +5, Class +3)
Carrying Capacity: Light <76; Medium 77-153; Heavy 154-230
MW thieves' tools
Cloak of Elvenkind
Mithral shirt +1
MW composite long bow
MW falchion
Belt of Dex +2
Potion of cure moderate wounds
Potion of cure light wounds x2
(Total cost 10,175 gp)
Wealth gems (300gp), coins (25 gp)
Big cat: HP 51 (6d8 + 18); Init +7; Size Large; AC 19 (+3 dex, +6 natural armor)
Attack bite +11 (1d8+7), 2 claws +11 (1d6+7)
Str 24, Dex 17, Con 17, Int 2, Wis 15, Cha 10
Special Attacks grab, pounce, rake (1d6); SQ low-light vision, scent
Skills: Intimidate +8, Stealth +10
Feats: Improved Initiative, Intimidating Prowess, Skill Focus (stealth)
Tricks: attack, come, defend, down, guard, heel, intimidate, sneak
Special: Link, share spells, evasion, devotion

littlehewy |

I'm working on it now, but I think for my second submission I'll put up an elven arcanist, focused on buffs, debuffs, and counterspelling. The Historian of the Red Revolution campaign trait set off some images in my head, so while I've yet to work out a compelling story I'm sure something will come to me. Also, I've never played an arcanist or even had one in a game I've run, so this would be a nice opportunity :)
Loving the resources you've created for this, makes it so easy to dream up characters.

ScegfOd |

@ScegfOd - A suggestion: Your eidolon gets any four skills as class skills. You can choose Disable Device, obviously, and Skilled is an OP evolution.
If the GM allows, you could spend an eidolon feat on Extra Traits, and find a trait that gives it? There's a Mummy's Mask campaign trait for that, I suppose.
Thanks for the suggestion. I think I'll just get Signature Skill and be less munchkin-y about it.
That feat will also help for when I need to use disable device more quickly xD
The Wyrm Ouroboros |

Hm. Continuing question, I suppose: are you going by the Pathfinder Society Rules on unchained monks and archetypes (which is to not allow them, as reviewing/revising the various archetypes was beyond the scope of the Unchained work, and so was blanket-disallowed), or the point-by-point comparison? Because going by the latter, Master of Many Styles is compatable, as it replaces:
Bonus Feats (which both Standard and Unchained Monks receive)
Flurry of Blows (which both Standard and Unchained Monks receive)
Perfect Self (which both Standard and Unchained Monks receive)
So is MoMS allowed, as shown above, or not, as in PFS? I ask because while I would prefer Coalhouse to have MoMS, I can work with him not doing so.

The Lobster |

Iris Faucher, Inquisitor of Gorum, Our Lord in Iron.
"Steel isn't strong, boy. Flesh is stronger. ... That is strength, boy. That is power: the strength and power of flesh. What is steel compared to the hand that wields it?"
-Thulsa Doom, Conan the Barbarian
Galt is a country of revolt and a home to be proud of, but it has never been safe. She was nine when she watched her family die, unable to act. The same bandits that burned their crops and raided their land would have killed her too, if it wasn't for the timely arrival of a prophet of the God of Blood.
Her savior was a Halfling, blessed with an iron eye and an iron hand. She singlehandedly culled the murderers with the might of magic and a terrible blade.
"Know strength, child, for strength has saved you, but at a terrible price. You have been chosen to deliver violence and battle and change. I have saved your life for you to spend it in service to Gorum, Our Lord in Iron."
Iris ran, and betrayed her god. In the eyes of Gorum, retreat is not shameful when done to live to fight another day, but to flee out of fear is a grievous sin.
It was many years before again she heard of Gorum.
Sick, homeless and near death, she was found and rescued by a traveling doctor, a half orc and secret worshipper of Gorum. As she healed, her doctor sang her secret songs and histories of Gorum.
Gorum was the first half-orc, the songs said. A powerful man of eight feet tall, He rose in status and power, trusting only one man with the secret of His heritage, a general in His army. Whether His army was one of man or orc, the songs did not say, but His war was the first between these races.
The armies met in battle, and under Gorum's leadership, they slaughtered the enemy, down to a man. Seeking to seize power, His most trusted friend betrayed Gorum and revealed to His army the truth of Gorum's ancestry. Unwilling to trust a half breed, the army turned on Him and He was forced to slay every soldier in His army.
And then He walked from the battlefield, the sole survivor and conqueror of two armies, and into godhood.
Her doctor told her that they were mandated by Gorum to only heal those whose presence invited violence or whose lives would bring about change and chaos. They reminded her that this choice had been offered her long ago, and she had refused. But if she would embrace Him and repent, Gorum would have her.
But it would not be easy. Gorum is not a god of second chances or forgiveness, but He is the god of might. One can repent to Gorum, but your challenges grow with each sin against Him. To defy Gorum and to come back is to say you are strong enough to withstand His anger.
And she was.
Through prayer and memory of the secret songs, Iris forged a path for herself, blessed by Her Lord in Iron. For Galt is a country blessed by Gorum, despite its refusal of His magnificence. A country of upheaval and change and violent revolution, but it has stagnated and become unholy. Change is the only way. And while Gorum is the god of Iron, so also is He the god of Steel. One must burn out the impurities in iron to give way to strength, and this is her mission in Galt.
This is her repentance.
"You cut my throat."
"Sweetheart- if you don't want your throat cut, don't let people cut your throat."
- Carver Stucco and Psycho Venus, Lovesyck
She is only 21, and 5'6". Out of her armor she is relatively plain and entirely unassuming, until you notice the five foot sword strapped to her back.
"If you spend enough time looking for traitors, you'll start finding them everywhere."
- Carver Stucco, Lovesyck

GM Renard |

@Ouroboros: Can you point us the rules in question? Neither of us are particularly familiar with PFS.
@The Lobster: Gorum is legal within Galt. The battles of the Red Revolution have certainly brought Gorumites to Galt, and he is popular among the River Kingdoms and the Numerian Kellids. That said, as in any society, wanton violence is frowned upon, so being too zealous can get you in trouble with the law.

The Wyrm Ouroboros |

Standard Monk, Unchained Monk, and Master of Many Styles. The switched-out items from the monks are:
Bonus Feats (which both Standard and Unchained Monks receive)
Flurry of Blows (which both Standard and Unchained Monks receive)
Perfect Self (which both Standard and Unchained Monks receive)
This is the Pathfinder Society ruling, but neither in the Unchained book nor in that statement is there any explanation as to why the monk is singled out for its abilities not meeting up. The general public consensus seems to be that there are a couple of level shifts that would have to be specified, and that instead of replacing specific abilities, they'd have to state 'ki ability at level X' a lot -- in short, they excluded Monk because they'd have to go back through and basically retweak them all, if only the wording, and they didn't want to do that.
The specific wording in my copy of the PDF is this:
Finally, with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace.
As this has all the appropriate class features to replace ... ?? As I said, I can work either way on this; not having MoMS means Coalhouse picks up City Sprinter a bit faster. ;)

The Frightmare |

Instead of making edits to Persephone's backstory as I should have, I spent the night churning out my second character's fluff because the idea was eating away at me and demanding to be dealt with. Still needs his crunch done up, but I figure I can submit it now, feel things out, and if there need to be changes to him too I can make editing sweeps in one go.
Vaius Freeman is an Exploiter Wizard/Rogue/Arcane Trickster who is less about blasty sneaky stuff and more about being a versatile magic detective kind of character. Lots of utility and divination spells to back up some stuff that'll work with sneak attack. He's a wizard detective, and sits firmly on the extreme opposite end of idealism from Persephone, being horribly cynical and absolutely 100% keeping a journal of bitter internal monologue and hard-boiled narration of his day to day.
There was a time where the Tiefling led a fairly quiet life as a promising mage with a bright future ahead of him. His family lineage traced back to Diabolic servants held by Chelish nobles who met their deaths during the start of the very first revolution, and the newly freed Tieflings were suddenly free citizens in society, but even with revolution in the air, there was little room in society for freed Tiefling slaves, and they struggled to make their lives work. Vaius was born months before the Golden Council fell to Kalltus and Morliah, who had taken the surname Freeman upon being granted freedom for the first time in generations. They had a daughter Valeria from a few years earlier, and worried about how to provide for their children as they performed their former duties now for money, but generational poverty would surely condemn their children to the same fate.
From a very young age, Vaius showed an acumen for magic and learning, and out of the belief that their son may have had some chance at getting out and finding a better life, the Freemans scrounged together every coin they could to have their son sent to Andoran to be evaluated by a magic school. He was a young boy then, but the school saw so much promise in him that they accepted him as their yearly charity entrant, given his teachings and board at cost or tuition. He left his family and Galt to learn, with the hope of saving himself and his family from a live of poverty.
It wasn't long for Vaius to show that he had a keen eye for magic and an ability to learn and hold onto information that put him above and beyond his peers. His talents went beyond simple magical knowledge, into learning about other topics, picking up skills that were easy ways to get a teenage boy into trouble. Vaius even had a habit of sneaking into restricted library sections, and once or twice was found in a professor's office, having picked the lock not to seek answers for an upcoming test, but to dive through the private notes of their research in fascination for the art of learning. When he was caught, his sharp mind also had a means of talking his way out of trouble, not because he was a particularly charming or charismatic man, but because he understood the art of rhetoric and how to wield the power of words with as much gravity as a gifted orator.
Able to avoid any real trouble, Vaius continued to excel in his studies and show a promise for magic that seemed to be only growing stronger and stronger, but while his talents developed, Galt remained aflame. Revolutions came and went, and his family's letters often spoke of tumultuous struggles. One of the professors most fond of Vaius took him on as his apprentice after graduation, which came with a salaried position as a teaching and research assistant. Within a year of working, he would have been able to bring his family over from Galt and give them a fresh start in a land brimming with more opportunities than their home was. But it wasn't meant to be, and a month before Vaius would have had the money, tragedy struck.
Vaius's sister Valeria did not have the same fortunes that her brother did. She was not born with a sharp mind and a gift for magic, but she possessed something else: looks. In Isarn there was no position with the chance of lifting up from poverty for a woman with a pretty face as attractive as prostitution, where not only would one find work, but earn the protection of one of the few factions in the city that could effectively look after its own interests and people. Valeria began to work as a prostitute, and after a few years in smaller brothels she had worked her way 'up' to one more notable, though not for the right reasons. The madame who ran The Dungeon saw Valeria, a devilish looking, red skinned woman of incredible beauty but clear fiendish heritage, and offered her more money than she was making to come work under her employ, believing that her fiendish appearance would be very popular with the masochistic clientele they drew.
And she was. Valeria found good money for a prostitute in role playing as a sadistic corrupter who sometimes outright tortured the men who came to see her, inducing ecstasy through brutality that felt a little demeaning given the way being a Tiefling became a fetishized commodity. Her brother's magic job gave her hope for finding new beginnings in Andoran and not having to resort to prostitution there as well, and she tried to scrounge modest savings together from the extra money she made so that she could have a fresh start and perhaps even find better, more honest work.
One night, Valeria was found dead in the streets with her throat slit.
When the news reached Vaius, he rushed home as quickly as he could to console his parents, but when he returned he found there had been no justice. The guards had not found any evidence, and when he went to pay them a visit himself they dismissed him, one of them even asking, "Which one?" in a way that confirmed to Vaius that nothing was being done. After years away from Galt, the injustice and the corruption burned away at him, infuriating the Tiefling as he realized just how fetid a place Isarn had become. Nobody cared, and nobody was going to do anything about his sister. She was just a dead prostitute now, and the only people who mourned her loss were the men who liked to be whipped by her. It was a horror greater than Vaius could stand, but if he had learned one thing from his experiences at school, it was that he could do and see things that some others couldn't.
Vaius sent his letter of resignation back to Andoran, apologizing for the abrupt departure but insisting there were family matters too important to ignore. And then, he began to ask questions. Maybe too many questions, around the wrong places in town, but he didn't let that stop him and refused to let anybody intimidate him. Valeria's death was too important for Vaius to be able to let it go ignored, and he continued to push. On the streets, his more mundane talents proved just as useful as his magical ones, and he tried his best to use them all in tandem to keep people cooperative, but it wasn't always so easy, and he found himself resorting to a blade more than a few times to defend himself. The more he tried to delve into the goings on of the city, the more resistance he found.
What Vaius could gleam from some less than reputable sources was that someone in Isarn had a peculiar interest in killing prostitutes. Few wanted to talk about it too much, leaving him to wonder just what sorts of secrets may have been lingering around these rumours, what possible reason people could have for refusing to tell Vaius what they knew about it. Were they protecting somebody powerful within the Revolutionary Council or some other strong faction in the city? Was there a lot of money behind keeping people quiet? He didn't know, but more and more, Vaius learned that he should back off and not think about it anymore.
Then someone stuck a bloody dagger into the front door of his parents' home.
Vaius railed at the idea of stopping, at the idea of abandoning the only chance he saw to get justice for Valeria, but he didn't want to lose his parents, too. He had to slow down, but he didn't need to stop, he just needed to make it seem like he he was. The well of willing informants had dried up anyway; he'd have to wait and to bide his time. He took the savings he'd earned from his teaching position and used it to set up shop in Nord Rivière. The store was called Embers and Ashes, and it was as much a magic shop as it was a private detective agency of sorts. There were a lot of people in Isarn who needed help, and if he couldn't find his sister's killer, he would at least put in the work to aid the people of Isarn until he had the chance.
With a keen analytical eye and magic to throw around, Vaius made for a good investigator. He often worked to track down stolen heirlooms, tail cheating spouses, and worked the occasional murder the guard didn't give a damn about , but many of his jobs were a bit more peculiar than that. He excelled at forgery, passing on messages, breaking coded communications, and a myriad of other talents that landed him peculiar sorts of clients. Being posted up in Nord Rivière meant that Vaius couldn't escape organized crime, and they often wanted work from him, something he had negotiated out of them as an equivalent to gold payment for their 'protection'. He held rules about his dealings with them, in particular stressing that he would not hurt a child, he wasn't going to kill anybody innocent, and that he wouldn't do any harm to a courtesan. The last one in particular was always said quite bitterly.
Often, they wanted him to divine his way through solving a murder of one of their boys, which kept him busy with work that he could at least say wasn't directly harming anybody. He hated working with The Vice thoroughly, but he knew there was no way to live a righteous life in Galt. Not without dying in an alley somewhere. His sister's death had hardened him in ways that killed off any brightness and hope within him. Vaius had grown bitter and cynical, and the realities of his work, between dealings with criminals and the crushing truths of death, infidelity, and sorrow that pervaded everyday Galtan life, had left him a burnt out shell.
But he persevered. The world was s%#$ and he could do nothing to stop it, but people still needed saving. People who hadn't given up on their lives. People who hadn't stopped believing. He did his best, and often he walked away from jobs with no money gained because the deeply impoverished people of Isarn couldn't afford to pay him but were also the most vulnerable and victimized of the lot. His store got on okay thanks to his magical wares and the jobs that did pay, in addition to the occasional barter he'd receive, like the baker who couldn't pay him for his trouble a few years ago but to that day still sent him a loaf every once in a while when there were too many left over. Those little gestures of gratefulness were sometimes the only gleams of light in the world he would see in his day to day life.
Isarn, for all of its ugliness, tore the light out of Vaius. Tragedy took his sister from him, then in turn took hope for escaping with his family from him as her death chained him to this horrible, broken down city until he could find her justice. He hadn't wanted the world to stop turning, just for someone to help him. For someone to care about justice. It seemed nobody did. That emptiness kept Vaius moving even as the years dragged on with little progress. Somebody needed to help these people, and he'd never wanted to be the one to do it, but as the surly and odd looking Tiefling's reputation for helping those who needed it grew, he understood that it wasn't a choice.
In twenty years, Vaius found little evidence to help him find his sister's murderer. He had come to Isarn a young man, but now he was sore, older, and time had exacted a heavy toll on him, adding another fifteen years onto the age of his face as he lived every day through the misery and the horror, knowing that there was no depth to which people could not sink, no horror too unbelievable to not be true somewhere. He'd lived through most Revolutionary Councils, and four revolutions had taken place since the day Valeria died. Not one of those upheavals had loosened anybody's tongue, and prostitutes continued to die intermittently in similar circumstances and with similar public dumpings of bodies in the gutters.
A government should fear its people not for the worry they will be violently overthrown, but because their power comes from their people. Galt was a nation ruled by people in fear and by a people who seemed to fetishize revolution and uprising. Nothing got better, nothing changed, it was simply new leaders cycling in to bring new problems while the old ones often remained unaddressed. Vaius knew that there needed to be change, but he was dubious of the word 'revolution' and all that came with it, as it hadn't yet solved the problem.
Vaius couldn't change the world, but he could make it just a little less horrible for a few people, and that wasn't going to make him feel better, but it was going to keep him getting out of bed every morning and staying in Isarn no matter what toll the city took on him. He wasn't leaving until he found whoever murdered his sister, and leaving their body dead in the street.
Endless moral compromise and the necessity of dealing with The Vice, not to mention other crimes he's had to commit for money, have left him even more hardened. Necessary evils are still evils, and he believes himself a compromised man for it, having kept his hands as clean as he could, but knowing himself complicit in letting crime run free. More than once, he let a guilty man go because he was too well connected, and he was able to sell out that agreement to walk away as a few months' protection pay. Vaius Vaius does not see himself as a good man, no matter how many people he will help for free and no matter what his intentions are. He can't be a good man when he's done the things he's done.
Revolution doesn't interest him in large part due to how little it's managed to solve anything in the years he's witnessed it. The endless cycle of revolution has changed nothing and brought better lives only to those who grab power and can live well before also meeting the executioner. He's willing to help people, and willing to even work with revolutionaries if it means meting out some measure of justice or helping to right some kind of wrong in society, but to become truly committed to and believing a cause is a lot harder for Vaius, who has trouble believing in much of anything. But he does at least know that the current way is wrong and the lack of elections goes against his belief a government should serve its people and that democracy should be oriented around ensuring whoever vies for power does.
Although not charismatic or holding any special presence, and perhaps even coming off a bit strange, Vaius has a way with words through logic and meaning that give them gravity regardless. Peculiar and surly as he is, he easily conveys a depth of knowledge, being well read and ravenous in his pursuit of understanding most anything. Reading technical manuals and research tomes is one of the only joys in life he genuinely holds, and when not at his workbench, on the street, our writing mad, cynical ramblings into his journal, he will go through all of the books he can get his hands on, a habit he developed as a boy and only stopped during his most dire of times.
The desire to do the right thing keeps him moving, but he remains where he is and pushes himself as hard as he does for Valeria's sake. Every day he keeps his eyes open, obsessively investigating crimes involving courtesans hoping to see some new development or clue, and often he will seek first to bargain for information about his sister over proper payment if he believes someone may be able to tell him something. Almost none can, and of them, there is little they're willing to say.

The Wyrm Ouroboros |

(etc)
Others have pointed out how some archetypes (particularly MoMS) replace class features and thus should work cleanly with the Unchained version of the monk; as this is not PFS, and (as I have said) there are no explanations given as to why 'monk archetypes don't work' except for the commonly-held belief that it would require extensive explanations, due to the replaced 'class feature' having in large part turned into 'Level X ki power', I leave this in the GMs' hands.
Thank you, however, for your contribution.

Alias ad Tempus |

TheUnthinker |

Ahh so excited been waiting to see this for a while. Im reading through the [amazingly put together] Galt Gazette right now and so far I have an initial clarifying question:
For the Local Business Owner trait it says you have 750 gp to start a business and any not used is wasted. Would it be okay to spend that 750 and dump more personal starting funds in on the spot? One of the characters I was thinking of making would essentially be an information broker who owns a business, probably something social where people can meet and drink. So it would be a business that doubles as essentially a thieves guild of sorts? Because the gp for making a building is a bit steep Id be happy to supplement it with starting funds but I wanted to check if that was okay before fleshing out this idea too much.
Edit for 2nd Question: Actually I just noticed another one. Is leadership banned outright in this campaign or is it merely banned at character creation until suitable reasoning is provided in character? I understand the significant power of Leadership but even just as it relates to running a business/organization its rather interesting as an idea for this character. But as I said, I get how easily broken it can be so if its a flat no thats perfectly understandable.

littlehewy |

I'm working on it now, but I think for my second submission I'll put up an elven arcanist, focused on buffs, debuffs, and counterspelling. The Historian of the Red Revolution campaign trait set off some images in my head, so while I've yet to work out a compelling story I'm sure something will come to me. Also, I've never played an arcanist or even had one in a game I've run, so this would be a nice opportunity :)
Loving the resources you've created for this, makes it so easy to dream up characters.
GMs: Regarding spells known (in one's spellbook), how are you handling that for character creation? Can spells be "purchased" with WBL(-2)? Or do you have some other baseline?

GM Renard |

@Ouroboros: Because MoMS lines up perfectly with UMonk, you're welcome to use it. This isn't a blanket approval for cross-archetypes if anyone else wants to propose another archetype, please ask separately.
@Alias Ad Tempus: The Ratlings' description seems solidly in the CE Camp
@TheUnthinker:
1) You are welcome to spend your own gold towards your shop. The 750 gp is a bonus, not the only gold you can spend.
2) Players may not take Leadership at this time. The groups are solo-operatives for a small secret council at the start of the game, not leaders proper. As the group grows and players gain more influence, we may revisit this.
@littlehewy: Level 1-2 spells are readily available. Level 3 spells can be found without much difficulty. While it may take some effort your characters have had plenty of time before the game to track down the spells they need. All these spells can be had for the cost to copy them into your spellbook. For level 4 spells, we would want players to have to track those down in game.
LQV went ahead and made this handy-dandy spell list by school. It's complete sans the newest Archives update.

TheUnthinker |

So Im back with another question. I was thinking of making a Zeitgeist Binder Spiritualist for one of my characters. Because you cannot bind a Zeitgeist on a settlement without a positive modifier is there any way you could give me some idea of the modifiers for Isarn? Figure Enconomy and Lore are probably pretty badly off at this point. Corruption I figure is a decent looking one and one I might want to work off of if that is acceptable for the city. I figure a good way to stay invested in a city is to literally be channeling the unconscious emotion of the city itself. Never played this archtype before because it suffers pretty badly if it leaves its area of influence.

Vrog Skyreaver |

Finally got my build complete. Here she is:
CG Human (Mixed) Rogue (Unchained) 7
STR 12
DEX 16
CON 16
INT 14
WIS 14
CHA 10
HP 66
AC 18 (10 base +3 dex +5 armor), T 13
BAB 5
Init +3
Fort +6
Ref +9
Will +5
Save Modifiers: +1 Insight bonus to saves vs Illusion and Enchantment spells and spell-like abilities
Speed 30'
Sap: +9 to hit; 1d6+4 Non-Lethal damage; 20/x2 crit
Skills: Acrobatics r7 +13, Bluff r7 +10, Climb r6 +10, Disable Device r7 +15, Escape Artist r7 +13, Intimidate r7 +17, Perception r7 +12, Sense Motive r7 +12, Sleight of Hand r7 +13, Stealth r7 +13, Swim r1 +5, UMD r7 +10
Background Skills: Linguistics r7 +12, Lore: Isarn r7 +12
Languages: Common, Ulfen, Irrisen, Goblin, Orcish, Draconic, Dwarven, Elven, Undercommon, Halfling
Feats: Deft Maneuvers, Enforcer, Fast Learner, Sap Adept, Sap Master, Skill Focus (Intimidate)
Traits: Menacing Mien, Bruising Intellect
Alternate Racial Features: Fey Magic (Create Water, Goodberry; Can cast each spell 1/day in Urban terrain), Fey Thoughts (Knowledge: Nature and UMD are always class skills), Low-Light Vision, Focused Study (Gain Skill Focus at 1st, 8th, and 16th level)
Class Features: Archetype (Thug), Sneak Attack +4d6, Evasion, Finesse Training (Close Weapons), Debilitating Injury, Uncanny Dodge, Rogue's Edge (Escape Artist), Frightening, Brutal Beating, Rogue Talents (Expert Leaper, Mien of Despair, Stand Up)
Equipment (-9566 gp): +1 Sap, +1 Glamered Mithral Shirt, +1 Cloak of Resistance, Runeward Tattoo (Illusion), Runeward Tattoo (Enchantment), +1 Buckler
Consumables (-750 gp): Wand of Cure Light Wounds (50 Charges), 184 gp
Any major city had it's fair share of toughs, thugs, and roustabouts. The better ones typically came from the military or guard training, and Mosha Romanov was no exception. Of mixed Ulfen-Irriseni blood, Mosha had been fighting most of her life. She was born the daughter of an exiled white witch and her ulfen lover, who were murdered days after their daughter was born. Without any relatives to care for her, she was sent to an orphanage, which took in orphans and taught them a useful trade: thieving.
At first, Mosha was quick and could climb really well, but as she grew she...really grew. Finally topping out at a handslength above 6', Mosha transitioned from second story jobs to thugging.
It was on a disasterous second job that she made a name for herself. She was collecting protection money with a Varisian named the Weasel, who as it turns out lived up to his name, and attempted to steal the gold they had collected so far and leave Mosha a bloody corpse. He had hired six men to surround her and kill her. It was nothing personal, but he was planning on faking his death and couldn't leave witnesses.
The last thing he felt before his face slammed into the wall the first time was her meaty hands on the back of his neck and the scruff of his collar.
The first time he hit the wall, he wondered why six men hadn't been able to stop her.
The second time he hit the wall, he tried stammering out an offer to give her the money, but it wasn't really coherrent.
The third time he hit the wall, he didn't do anything, because he was standing in line in the boneyard.
Delivering the money, she decided to part ways with the gang and strike out on her own as muscle for hire.
When she's not working, she helps out orphans and the lost try and find a place for themselves. She doesn't hold any grudges about the way things turned out, and she has no problems steering those who would excel in thieving towards her old gang.
Mosha doesn't consider herself a thug. She tells herself that is just the job she does to pay the bills.

Le Quatrième Voile |

We got a really deep dive into the character submissions over the weekend. As a result, some of you would have received PM feedback. We've done our best to keep up with questions and feedback, but if we didn't get your question(s) answered or you wanted more feedback please bring it to our attention here or in a PM.
Digger Chandler1 - Clément Poulain/Le Bourreau du Peuple - Vigilante (Hangman)
Digger Chandler2 - Amelie Duchamps - Ranger (Dandy) fashonista
The Wyrm Ouroboros - Coalhouse Porter Monk/Ninja Exporter
BoleshevikBuddy - Lev Borstein - Halfling Rogue (VMC Bard) journalist
leinathan - Alison Faure - investigator (VMC witch) activist
The Chess - Timm Tones - Mesmerist/Oracle/Densa Evangelist
Corsairo - Wyssal Sloboda - Halfling Milanite barrister
Ginganinja - Nyx - Half-elf Infiltrator/Spy
The Frightmare1 - Lady Persephone Divella Solistar IV - Swashbuckler/Rose Warden
Littlehewy - Ariso - Urban Ranger
The Lobster - Iris Faucher - Inquisitor of Gorum
Alias ad Tempus - Oliver Delamain (Le Rat) - Bookseller/Diviner (VMC Bard)
Vrog Skyreaver - Mosha Romanov - Thug UnRogue
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Decimus Observet (Fighter VMC Bard/Sorcerer)
Corsario (Halfling Barrister)
DBH (Oracle/Brawler, sheets done no backstory)
Gilthanis (Monk? Cleric?)
Fang Dragon (Halfling Magus)
Captain Ford (Gaurd)
ScegfOd (Summoner)
Nikolaus de'Shade (Vigilante/Senate administrator)
chillblame
Kaavek
The Frightmare2 - Varius Freeman - Tiefling Wizard Detective (no crunch)
TheUnthinker (info broker)